public static GameObject ExecuteHierarchy <T>(GameObject root, BaseEventData eventData, ExecuteEvents.EventFunction <T> callbackFunction) where T : IEventSystemHandler
 {
     ExecuteEvents.GetEventChain(root, (IList <Transform>)ExecuteEvents.s_InternalTransformList);
     for (int index = 0; index < ExecuteEvents.s_InternalTransformList.Count; ++index)
     {
         Transform internalTransform = ExecuteEvents.s_InternalTransformList[index];
         if (ExecuteEvents.Execute <T>(internalTransform.gameObject, eventData, callbackFunction))
         {
             return(internalTransform.gameObject);
         }
     }
     return((GameObject)null);
 }
Beispiel #2
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 public static GameObject ExecuteHierarchy <T>(GameObject root, BaseEventData eventData, ExecuteEvents.EventFunction <T> callbackFunction) where T : IEventSystemHandler
 {
     ExecuteEvents.GetEventChain(root, ExecuteEvents.s_InternalTransformList);
     for (int i = 0; i < ExecuteEvents.s_InternalTransformList.Count; i++)
     {
         Transform transform = ExecuteEvents.s_InternalTransformList[i];
         if (ExecuteEvents.Execute <T>(transform.gameObject, eventData, callbackFunction))
         {
             return(transform.gameObject);
         }
     }
     return(null);
 }